NeoDoom "Gold Edition"

New maps, and other projects whose primary focus is new maps, belong here.

Note: This forum, and all forums below it, are not for questions or troubleshooting! Threads created here are for active projects only! If you have questions please feel free to use the Editing subforums or General forum.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
ZDG
Posts: 918
Joined: Sat Jan 02, 2010 12:01 pm
Location: in SlumpEd

Re: NeoDoom "Gold Edition"

Post by ZDG »

NeoDoom is pretty Kickass. I'll take this update, it will make it even more kickass. :D
Actually, the "super-ultra-mega" health of the Vixen were done by a bug on its coding, making it eventually invulnerable. This was removed.
Ah, that's why i had to use my "insane" alias code to beat it under 8 mins. :? (I supposed she had something like, 100000+ Hp >:( )
User avatar
Godzilla
Posts: 127
Joined: Sat Jan 02, 2010 5:54 pm
Location: Mexico

Re: NeoDoom "Gold Edition"

Post by Godzilla »

Nice wad, I liked your suburb cities, temples and your NEWWORLDS, very realistic brings new feel to Doom!
but uh, Daniel the naked girl secrets, and the beach.... bit perverteD? :oops:
User avatar
DaMan
Posts: 727
Joined: Fri Jan 01, 2010 7:14 am

Re: NeoDoom "Gold Edition"

Post by DaMan »

Some of the obituaries are missing the player name. I'll write down which ones next time I play online.
And nekkid gurls are good.
hawkwind
Posts: 13
Joined: Wed Mar 04, 2009 3:04 am

Re: NeoDoom "Gold Edition"

Post by hawkwind »

BUMP ...


Bugs still present ... some serious.

map 13 ...
lines 7069 and 7070 on their front sides erroneously have the mid texture stone2.

map 14 SERIOUS ...
This relates to doomhunter_175's post on Fri Dec 11 2009. Lines 1973, 1972, 1971 and 1970 have their front sidedefs associated with the wrong sector. They should be associated with sector 354. They will now be SEEN.

map 15 ...

Sector 219 should have had a ceiling height of 34, not 30. This will ensure that the switch texture on line 1136 is rendered correctly.

map 17 ...
remove the upper textures on lines 1665/1662.

map 20 ...
1. SERIOUS. Line 437 should have been SR, as it is possible to be trapped in this area if the player activates the switch before killing the monsters in this area.
2. Lines 1636, 1694-6 should not have had upper textures.

map 24 ...
line 290 should be flagged impassible.

map 26 ...
Sector 132 not on 64x64 grid - teleporters. The whole map got dragged 8 units south.
User avatar
Gendo
Posts: 197
Joined: Thu Jun 02, 2005 5:09 pm

Re: NeoDoom "Gold Edition"

Post by Gendo »

thanks Daniel! you the man :D
Setonix

Re: NeoDoom "Gold Edition"

Post by Setonix »

Hi,

I'm playing NeoDoom for the first time now and so far I haven't had any bugs or nuisances. I think it is a great wad. A lot of creativity went into it. Currently Im at level 13 Residential Ward. Unfortunately I cannot find the yellow key. Could anyone point me in the right direction?

The original doom also had a city level, but there it always annoyed me it was so small. Residential Ward is humungous and Ive already been playing that level for 1.5 hours. Way Awesome. Im already looking forward to a sequel.

regards, Setonix
DominicWhite
Posts: 56
Joined: Tue Sep 02, 2008 6:02 am

Re: NeoDoom "Gold Edition"

Post by DominicWhite »

Unless I'm looking in the wrong place, this final/revised verision of NeoDoom isn't on the iDGames server. Why not?
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: NeoDoom "Gold Edition"

Post by Viscra Maelstrom »

Daniel must have forgotten replacing the outdated version with the Gold edition, methinks.
User avatar
wildweasel
Posts: 21707
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed

Re: NeoDoom "Gold Edition"

Post by wildweasel »

Daniel doesn't like Doomworld very much, to my knowledge (due to a ban I think), and this dislike extends to the /idgames archive for some reason.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: NeoDoom "Gold Edition"

Post by Viscra Maelstrom »

not sure if i should bump this, but it relates to the mod, so why not?
anyway, i got around playing NeoDoom again. i'm stuck on map 14, Center District. i can't find out where to go. an old post of mine here seemed to direct towards a switch that opens the area to the yellow key, but the switch itself is invisible or something? i think it's the yellow key i want to get, because then i can get access to every other area in the mod shortly afterwards.
User avatar
Shadez12
Posts: 109
Joined: Sat Aug 03, 2013 2:04 pm
Location: Wow

Re: NeoDoom "Gold Edition"

Post by Shadez12 »

link to wad is broken
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Re: NeoDoom "Gold Edition"

Post by TheDarkArchon »

Ribo Zurai
Posts: 879
Joined: Fri Jul 03, 2009 1:47 pm

Re: NeoDoom "Gold Edition"

Post by Ribo Zurai »

Bumps are becoming epidemic now, aren't they?
User avatar
wolfman
 
 
Posts: 1411
Joined: Mon Jun 28, 2004 4:00 pm

Re: NeoDoom "Gold Edition"

Post by wolfman »

Here are 3 working links.

http://wadhost.fathax.com/download.php?view.145

http://static.**LINK_DISABLED**.org/wads/neodoomgold.pk3

http://ftp.floorchan.org/wads/neodoomgold.pk3

12-March-2017 EDIT: And here are 3 links that don't work. :(

Fortunately, the **LINK_DISABLED** link was saved thanks to archive.org, so it should be permanent: neodoomgold.pk3

Return to “Levels”